* maintain precision until all lights are calculated
fixes lugia on the soul silver title screen
* small optimization
* small note
* small cleanup/notes
shouldn't need to check that every time, since the variable shouldn't be able to overflow
* hw doesn't cap difflevel at 255
Should it cap at all?
Can vtx colors overflow...?
* diffuse level appears to be shifted right by 9
fixes some minor inaccuracies
* improve specular lighting a little
* small improvement to diffuse lighting
fixes a few off by ones
- finding by azusa
* small tweaks
* handle overflows of diffuse lighting properly
-credits to azusa once more
* attempt at improving specular lighting calcs
still far from correct, but its a start.
fixes: https://github.com/melonDS-emu/melonDS/issues/1545
* meh
* improve specular lighting further
* add notes
* theory: add half vec instead of subt 1
* implement azusa's specular lighting algorithm
* fix minor edge case with spec lighting
* give proper credit in comments
* fix some bugs/misc tweaks
* more quirky overflow/underflow handling
* fix a spec lighting edgecase
remove some redundant parentheses
* fix an edge case with light vector calcs
* spec recip uses a different calc for light dir?
also remove a check that shouldn't be mathematically possible to trigger
* nvm that thing i thought couldn't trigger was required
also move reciprocal calc into the light vector calc function since i might as well now ig
* replace a bunch of stuff with much *much* simpler algorithms
* misc cleanup
PARENTHESES WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
* leave a note abt shininess table's default value being incorrect
* Resolve symlinks to avoid including the same thing twice (like
version-numered dylib symlinks)
* Look in all Qt prefix paths for plugins - the package may not
necessarily have the same path
* reduce install_name_tool invocations to make it a bit faster
* change dylib IDs to remove original source path
Adds a Nix flake, allowing easy building and running of melonDS using the Nix package manager, as well as potentially very stable and reproducible CI in the future.
* 0 dot disp defaults to the 24 bit integer limit
* useless correction
it goes through the reset function to set the variable on boot anyway but why not have the initialized state be correct too
* Make `EmuInstance::cheatFile` use a `unique_ptr`
- Fixes a memory leak, as the cheat file wasn't cleaned up in the destructor
* Split `AREngine` and `ARCodeFile` apart
- Suitable for frontends that have their own way of storing cheats
- Store the cheats in `AREngine` in a `std::vector`
- Apparently cheats are _supposed_ to be executed each frame; I didn't understand this until recently
updating console, fixes crash on console type switch
EmuInstance::consoleType is already updated, so the check for whether we
should recreate the NDS to switch console type never succeeds.
On Linux, our stubbed glib functions were conflicting with the ones from
real glib, which gets used by Qt when we're running on a GTK-based
desktop. Avoid a crash by not exposing them.